#version 330 core
layout(location = 0) in vec3 position;
layout(location = 1) in vec2 texCoord;

out vec2 TexCoord;

uniform mat4 model;
uniform mat4 view;
uniform mat4 projection;

void main()
{
  gl_Position = projection*view*model*vec4(position,1.0f);
  TexCoord = vec2(texCoord.x,1.0f-texCoord.y);
}